Preparation for 3.9 release, updated documentation.

git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@2756 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
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stephena 2013-06-26 16:03:08 +00:00
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@ -9,7 +9,7 @@
SSSS ttt eeeee llll llll aaaaa
===========================================================================
Release 3.8.1 for Linux, MacOSX and Windows
Release 3.9 for Linux, MacOSX and Windows
===========================================================================
The Atari 2600 Video Computer System (VCS), introduced in 1977, was the
@ -21,28 +21,28 @@ all of your favourite Atari 2600 games again! Stella was originally
developed for Linux by Bradford W. Mott, however, it has been ported to a
number of other platforms and is currently maintained by Stephen Anthony.
This is the 3.8.1 release of Stella for Linux, Mac OSX and Windows. The
This is the 3.9 release of Stella for Linux, Mac OSX and Windows. The
distributions currently available are:
* Binaries for Windows XP/Vista/7 :
Stella-3.8.1-win32.exe (32-bit EXE installer)
Stella-3.8.1-x64.exe (64-bit EXE installer)
Stella-3.8.1-windows.zip (32/64 bit versions)
* Binaries for Windows XP/Vista/7/8 :
Stella-3.9-win32.exe (32-bit EXE installer)
Stella-3.9-x64.exe (64-bit EXE installer)
Stella-3.9-windows.zip (32/64 bit versions)
* Binary distribution for MacOS X 32-bit & 64-bit :
Stella-3.8.1-macosx.dmg (32-bit Universal Binary)
Stella-3.8.1_intel-macosx.dmg (32/64-bit Intel/OSX 10.6+)
Stella-3.9-macosx.dmg (32-bit Universal Binary)
Stella-3.9_intel-macosx.dmg (32/64-bit Intel/OSX 10.6+)
* Binary distribution in 32-bit & 64-bit Ubuntu DEB format :
stella_3.8.1-1_i386.deb
stella_3.8.1-1_amd64.deb
stella_3.9-1_i386.deb
stella_3.9-1_amd64.deb
* Binary distribution in 32-bit & 64-bit RPM format :
stella-3.8.1-2.i386.rpm
stella-3.8.1-2.x86_64.rpm
stella-3.9-2.i386.rpm
stella-3.9-2.x86_64.rpm
* Source code distribution for all platforms :
stella-3.8.1-src.tar.gz
stella-3.9-src.tar.gz
Distribution Site

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@ -12,7 +12,7 @@
Release History
===========================================================================
3.8.1 to 3.9: (June xx, 2013)
3.8.1 to 3.9: (June 27, 2013)
* Greatly extended functionality of the debugger disassembly:
- There is now a new tab which lists information specific to the
@ -59,7 +59,8 @@
specifying whether snapshots should be saved using either the internal
ROM database name or the actual ROM filename. This feature was
present in older releases of Stella, and due to popular demand it's
now back again.
now back again. Related to this, added a new dialog specifically for
the numerous snapshot-related items.
* Fixed bug in Linux/OSX versions when starting Stella for the first
time; it was previously creating mislabeled directories to store
@ -76,6 +77,9 @@
RAM containing all zeroes. This seems to fix issues with Dragonstomper
always starting in exactly the same state.
* Fixed issue when debugging CompuMate ROMs; keystrokes entering while
debugging would be interpreted as typing on the CompuMate keyboard.
* Changed colour of the 'current PC indicator' in the debugger to
match the one used for line selection. This makes it easier to
see for those with problems seeing lighter colours.

7
debian/changelog vendored
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@ -1,3 +1,10 @@
stella (3.9-1) stable; urgency=high
* Version 3.9 release
-- Stephen Anthony <stephena@users.sf.net> Thu, 27 Jun 2013 17:20:07 -0330
stella (3.8.1-1) stable; urgency=high
* Version 3.8.1 release

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@ -67,6 +67,10 @@ feature that no other 2600 debugger has; it's <b>completely</b> cross-platform.<
<li>Symbolic names in disassembly.</li>
<li>Symbolic names accepted as input.</li>
<li>Ability to generate DASM-compatible disassembly files (currently single-bank
only) with all the features mentioned above.</li>
<li>Tab completion for commands, symbol names and functions.</li>
<li>Graphical editor for RIOT and extended RAM. Acts a lot like a spreadsheet.
Input in hex, with displays for label/decimal/binary for
@ -647,9 +651,9 @@ can also get rid of all traps at once with the "cleartraps" command.</p>
listconfig - List Distella config directives [bank xx]
listfunctions - List user-defined functions
listtraps - List traps
loadconfig - Load Distella config file [from file xx]
loadconfig - Load Distella config file
loadstate - Load emulator state xx (0-9)
loadsym - Load symbol file named xx
loadsym - Load symbol file
n - Negative Flag: set (0 or 1), or toggle (no arg)
pc - Set Program Counter to address xx
pgfx - Mark 'PGFX' range in disassembly
@ -665,8 +669,9 @@ listfunctions - List user-defined functions
runtopc - Run until PC is set to value xx
s - Set Stack Pointer to value xx
save - Save breaks, watches, traps to file xx
saveconfig - Save Distella config file [to file xx]
saverom - Save (possibly patched) ROM to file xx
saveconfig - Save Distella config file
savedis - Save Distella disassembly
saverom - Save (possibly patched) ROM
saveses - Save console session to file xx
savestate - Save emulator state xx (valid args 0-9)
scanline - Advance emulation by xx scanlines (default=1)
@ -915,7 +920,7 @@ these cases, the values shown may not always be for RAM, and may point
to ROM instead. In the latter case, the data cannot be modified.</p>
<p><img src="graphics/debugger_ram.png"></p>
<p>The 'Undo' button in the upper right should be self-explanatory; it will
undo the most previous operation to one cell only. The 'Rev' button is
undo the most previous operation to one cell only. The 'Revert' button is
more comprehensive. It will undo <i>all</i> operations on <i>all</i> cells
since you first made a change.</p>
<p>The UI objects at the bottom refer to the currently selected RAM cell.
@ -931,38 +936,37 @@ The remaining buttons to the right are further explained in section (L).</p>
energy, but it's also very useful when debugging to determine which
memory location holds which quantity.</p>
<p><img src="graphics/debugger_ramsearch.png"></p>
<p>To search RAM, click 'Srch' and enter a byte value into the search editbox (0-255).
<p>To search RAM, click 'Search' and enter a byte value into the search editbox (0-255).
All matching values will be highlighted in the RAM widget. If 'Search' is clicked
and the input is empty, all RAM locations are highlighted.</p>
<p>The 'Cmp' button is used to compare the given value using all
<p>The 'Compare' button is used to compare the given value using all
addresses currently highlighted. This may be an absolute number (such as 2),
or a comparitive number (such as -1). Using a '+' or '-' operator
means 'search addresses for values that have changed by that amount'.</p>
<p>The 'Rset' button resets the entire operation; it clears the highlighted
<p>The 'Reset' button resets the entire operation; it clears the highlighted
addresses and allows another search.</p>
<p>The following is an example of inspecting all addresses that have
decreased by 1:</p>
<ul>
<li>Click 'Srch' with empty input. All address/values are highlighted</li>
<li>Click 'Search' with empty input. All address/values are highlighted</li>
<li>Exit debugger mode and lose a life, let your energy decrease, or
do whatever it is you're trying to debug</li>
<li>Enter debugger mode again, click 'Cmp' and and enter a '-1' for input.
<li>Enter debugger mode again, click 'Compare' and and enter a '-1' for input.
This finds all values that have decreased by 1 (as compared to their current
values)</li>
<li>Repeatedly following these steps may help to narrow number of
addresses under consideration, and eventually you'll find the
memory address you're looking for</li>
<li>Click 'Rset' when you're finished</li>
<li>Click 'Reset' when you're finished</li>
</ul>
<!-- ///////////////////////////////////////////////////////////////////////// -->
<br>
<h2><u>(M)</u> ROM Listing</h2>
<p>The ROM Widget is a disassembly of the current bank of ROM. If a symbol
file is loaded, the disassembly will have labels. Even without a symbol file, the standard
TIA/RIOT labels will still be present.</p>
<h2><u>(M)</u> ROM Disassembly</h2>
<p>This area contains a disassembly of the current bank of ROM. If a symbol
file is loaded, the disassembly will have labels. Even without a symbol file, the standard TIA/RIOT labels will still be present.</p>
<p>The disassembly is often quite extensive, and whenever possible tries to automatically
differentiate between code, graphics, data and unused bytes. There are actually two
levels of disassembly in Stella. First, the emulation core tracks accesses as a game
@ -981,26 +985,10 @@ a relative jump are in fact code, or simply data.</p>
<p><img src="graphics/debugger_rom.png"></p>
<p>The top area contains two items:
<ul>
<li><b>Current bank (x total)</b>: Shows the current bank in use (number in textbox),
and the total number of banks (x). Note that bank numbers start at 0 (as in most
programming languages). If the cartridge contains multiple banks, the bank can
be changed in the bank textbox, and the ROM will be re-disassembled.
Note that certain ROMs are quite complex, and may only show has having one
'virtual' bank when their address space can be swapped in and out in many
different ways.</li>
<li><b>Resolve data</b>: Informs Distella about the 'resolvedata'
commandline argument, which says how code and data sections are disassembled.
If set to 'Never', the entire address space is treated as code. If set to
'Always', an attempt is always made to resolve data sections.
The 'Automatic' setting is a combination of the previous two. First, an
attempt is made to resolve data sections. If this results in the current program
counter not being present in the disassembly, then a second disassembly is
done, without resolving data sections. Note that this option applies only to
addresses determined by Distella; addresses marked as code or graphics by the
emulation core will stay as such, no matter what this setting says.</li>
</ul>
<p>The <B>"Bank state"</B> is self-explanatory, and shows a summary of the current
bank information. For normal bankswitched ROMs, this will be the current bank number,
however more advanced schemes will show other types of information here. More detailed
information is available in Detailed Bankswitch Information (N).</p>
<p>Each line of disassembly has four fields:</p>
<ul>
@ -1045,8 +1033,8 @@ to 8 per line, and cannot be edited.</td></tr>
<p>For code sections, the 6502 mnemonic will be UPPERCASE for all standard instructions,
or lowercase for "illegal" 6502 instructions (like "dcp"). If resolving
of data sections has been disabled for any reason, you'll likely see a lot
or lowercase for "illegal" 6502 instructions (like "dcp"). If automatic resolving
of code sections has been disabled for any reason, you'll likely see a lot
of illegal opcodes if you scroll to a data table in ROM. This can also
occur if the disassembler hasn't yet encountered addresses in the PC.
If you step/trace/scanline/frame advance into such an area, the disassembler
@ -1073,41 +1061,38 @@ them. When you're done, press Enter to accept the changes (in which case
the cart will be re-disasembled) or Escape to cancel them.
Note that only instructions that have been fully disassembled
can be edited. In particular, blank lines or 'ROW' directives
cannot be edited. If you wish to edit the latter, then the 'Resolve data'
item should be set to 'Never' first. Also note that certain ROMs can have
cannot be edited. Also note that certain ROMs can have
sections of address space swapped in and out dynamically. As such, changing
the contents of a certain address will change the area pointed to <b>at
that time</b>. In particular, modifying an address that points to internal
RAM will change the RAM, not the underlying ROM. A future release may
graphically differentiate between RAM and ROM areas.</p>
<p>The ROM listing also contains a context menu, accessible by right-clicking
<p>The ROM Disassembly also contains a Settings dialog, accessible by right-clicking
anywhere in the listing:</p>
<p><img src="graphics/debugger_romcmenu.png"></p>
<p>The following options are available:</p>
<ul>
<li><b>Save ROM</b>: A textbox will appear for you to enter filename,
and then the ROM will be saved. Note that the filename is considered
relative to the <b>current</b> directory, not the ROM or base directory.
You can enter a full path, though, in which case it doesn't matter.</li>
<li><b>Set PC @ current line</b>: Set the Program Counter to the address of the
disassembly line where the mouse was clicked (highlighted in green).</li>
<li><b>Set PC</b>: Set the Program Counter to the address of the
disassembly line where the mouse was clicked.</li>
<li><b>RunTo PC</b>: Single-step through code until the Program Counter
matches the address of the disassembly line where the mouse was clicked.</li>
<li><b>Toggle PC addresses</b>: Show or hide blank labels as Program Counter
addresses.</li>
<li><b>Toggle GFX binary/hex</b>: Switch between editing GFX and PGFX sections
in either hexidecimal or binary.</li>
<li><b>Toggle address relocation</b>: Corresponds to the Distella '-r' option
(Relocate calls out of address range).</li>
<li><b>RunTo PC @ current line</b>: Single-step through code until the Program Counter
matches the address of the disassembly line where the mouse was clicked (highlighted in green)</li>
<li><b>Re-disassemble</b>: Self-explanatory; force the current bank to be
disassembled, regardless of whether anything has changed.</li>
<li><b>Show tentative code</b>: Allow Distella to do a static analysis/disassembly.</li>
<li><b>Show PC addresses</b>: Show Program Counter addresses as labels (where there
isn't already a defined label).</li>
<li><b>Show GFX as binary</b>: Switch between displaying/editing GFX and PGFX sections
in either binary or hexidecimal.</li>
<li><b>Use address relocation</b>: Corresponds to the Distella '-r' option
(Relocate calls out of address range).</li>
</ul>
<h3>Limitations</h3>
@ -1138,6 +1123,22 @@ the same address.</li>
<p>These limitations will be addressed in a future release of Stella.</p>
<!-- ///////////////////////////////////////////////////////////////////////// -->
<br>
<h2><u>(N)</u> Detailed Bankswitch Information</h2>
<p>This area shows a detailed breakdown of the bankswitching scheme. Since
the bankswitch schemes can greatly vary in operation, this tab will be
different for each scheme, but its specific functionality should be self-explanatory.
An example of both 4K (non-bankswitched) and DPC (Pitfall II) is as follows:</p>
<p><img src="graphics/debugger_banksimple.png"></p>
<p><img src="graphics/debugger_bankcomplex.png"></p>
<p>In many cases, quite a bit of the scheme functionality can be modified.
Go ahead and try to change something!</p>
<!-- ///////////////////////////////////////////////////////////////////////// -->
<br>
<h2>Global Buttons</h2>
@ -1160,7 +1161,7 @@ anywhere in the GUI via the keyboard, with Alt-S, Alt-T, Alt-L, Alt-F and Alt-R.
<!-- ///////////////////////////////////////////////////////////////////////// -->
<br>
<h2>Distella Configuration Files</h2>
<p>As mentioned in ROM Listing (M), Stella supports the following directives:
<p>As mentioned in ROM Disassembly (M), Stella supports the following directives:
CODE/GFX/PGFX/DATA/ROW. While the debugger will try to automatically mark address
space with the appropriate directive, there are times when it will fail. There are
several options in this case:</p>
@ -1231,7 +1232,7 @@ but it helps to know at least a little about 6502 programming.</p>
<li>Enter the debugger by pressing the ` (backquote) key. Don't get
killed before you do this, though. You should still have all 5 lives.</li>
<li>In the RAM display, click the "Search" button (labelled 'Srch') and enter "5" for input.
<li>In the RAM display, click the "Search" button and enter "5" for input.
This searches RAM for your value and highlights all addresses that match
the input. You should see two addresses highlighted: "00a5" and "00ba".
These are the only two addresses that currently have the value 5, so they're
@ -1247,7 +1248,7 @@ but it helps to know at least a little about 6502 programming.</p>
<li>Get killed! Ram an enemy tank, or let him shoot you. Wait for
the explosion to finish. You will now have 4 lives.</li>
<li>Enter the debugger again. Click the "Compare" button (labelled 'Cmp') in RAM widget and enter
<li>Enter the debugger again. Click the "Compare" button in RAM widget and enter
a value of 4. Now the RAM widget should only show one highlighted address:
"00ba". What we did was search within our previous results (the ones that
were 5 before) for the new value 4. Address $00ba used to have the value 5,
@ -1319,12 +1320,11 @@ but it helps to know at least a little about 6502 programming.</p>
will *still* see 3 lives: Success! We've hacked Battlezone to give us
infinite lives.</li>
<li>Save your work. In the prompt: "saverom bzhack.bin". You now
<li>Save your work. In the prompt: "saverom". You now
have your very own infinite-lives version of Battlezone. The file will
be saved in the current directory (NOT your ROM directory), so you might
be saved in your HOME directory (NOT your ROM directory), so you might
want to move it to your ROM directory if it isn't the current directory.
This can also be accomplished by right-clicking on the ROM widget and
selecting 'Save ROM'.</li>
</li>
<li>Test the new ROM: exit Stella, and re-run it. Open your ROM
(or give its name on the command line) and play the game. You can play

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@ -10,7 +10,7 @@
<br><br>
<center><h2><b>A multi-platform Atari 2600 VCS emulator</b></h2></center>
<center><h4><b>Release 3.8.1</b></h4></center>
<center><h4><b>Release 3.9</b></h4></center>
<br><br>
<center><h2><b>User's Guide</b></h2></center>
@ -54,7 +54,7 @@
<br><br><br>
<center><b>February 1999 - March 2013</b></center>
<center><b>February 1999 - June 2013</b></center>
<center><b>The Stella Team</b></center>
<center><b><a href="http://stella.sourceforge.net">Stella Homepage</a></b></center>
@ -288,8 +288,9 @@
both TIA sprites and collisions for each object separately</li>
<li>Full system state save/load functionality</li>
<li>Cross-platform UI including a built-in ROM launcher frontend</li>
<li>Built-in extensive debugger, including static analysis with the Distella disassembler,
and dynamic analysis at runtime by tracking code/graphics/data sections</li>
<li>Built-in extensive debugger, including static analysis with the Distella disassembler
and dynamic analysis at runtime by tracking code/graphics/data sections, and
generation of DASM-compatible disassembly files</li>
<li>Emulation of CRT TV systems using <a href="http://slack.net/~ant/libs/ntsc.html">
Blargg filtering</a>, including presets for several common TV outputs
(composite, S-video, RGB, etc), and ability to fully customize
@ -556,6 +557,7 @@
<p>At this point, you may want to set the locations for snapshots and other
external paths. This is described in more detail in
<b>Advanced Configuration - <a href="#Snapshots">Snapshot Settings</a></b> and
<b>Advanced Configuration - <a href="#ConfigPaths">Config Paths</a></b>.
These settings are optional, and can be left at the defaults if you won't be using
snapshots in the ROM launcher.</p>
@ -1786,7 +1788,7 @@
<td><pre>-tv_filter &lt;1 - 6&gt;</pre></td>
<td>OpenGL mode only. Blargg TV effects, 0 is disabled, next numbers in
sequence represent presets for 'composite', 's-video', 'RGB', 'bad adjust',
and 'custom' modes'.</td>
and 'custom' modes.</td>
</tr>
<tr>
@ -1944,12 +1946,6 @@
<td>Set the volume (0 - 100).</td>
</tr>
<tr>
<td><pre>-clipvol &lt;1|0&gt;</pre></td>
<td>Enable volume clipping (eliminates popping). Do not change
unless you experience sound issues.</td>
</tr>
<tr>
<td><pre>-cheat &lt;code&gt;</pre></td>
<td>Use the specified cheatcode (see Cheat section for description).</td>
@ -2049,6 +2045,12 @@
<td>The directory to load snapshot files from.</td>
</tr>
<tr>
<td><pre>-snapname &lt;int|rom&gt;</pre></td>
<td>When saving snapshots, use either the internal database name or
the actual ROM filename.</td>
</tr>
<tr>
<td><pre>-sssingle &lt;1|0&gt;</pre></td>
<td>Generate single snapshot instead of many, overwriting
@ -2191,7 +2193,7 @@
</tr>
<tr>
<td><pre>-dis.resolvedata &lt;never|always|auto&gt;</pre></td>
<td><pre>-dis.resolve &lt;1|0&gt;</pre></td>
<td>Try to differentiate between code vs. data sections in the
disassembler. See the Debugger section for more information.</td>
</tr>
@ -2465,7 +2467,7 @@
<td valign="top">
<table border="1" cellpadding="4">
<tr><th>Item</th><th>Brief description</th><th>For more information,<br>see <a href="#CommandLine">CommandLine</a></th></tr>
<tr><td>Debugger Width/Height</td><td>self-explanatory (requires restart)</td><td>-debuggerres</td></tr>
<tr><td>Debugger Width/Height</td><td>self-explanatory (requires ROM reload)</td><td>-debuggerres</td></tr>
</table>
</td>
</tr>
@ -2486,6 +2488,26 @@
</tr>
</table>
<br>
<a name="Snapshots"></a>
<p><b>Snapshot Settings</b> dialog:</p>
<table border="5" cellpadding="2" frame="box" rules="none">
<tr>
<td><img src="graphics/launcher_options_snapshots.png"></td>
<td>&nbsp;&nbsp;&nbsp;&nbsp;</td>
<td valign="top">
<table border="1" cellpadding="4">
<tr><th>Item</th><th>Brief description</th><th>For more information,<br>see <a href="#CommandLine">CommandLine</a></th></tr>
<tr><td>Save path</td><td>specifies where to save snapshots</td><td>-snapsavedir</td></tr>
<tr><td>Load path</td><td>specifies where to load snapshots</td><td>-snaploaddir</td></tr>
<tr><td>Save snapshots according to</td><td>specifies how to name saved snapshots</td><td>-snapname</td></tr>
<tr><td>Continuous snapshot interval</td><td>interval (in seconds) between snapshot</td><td>-ssinterval</td></tr>
<tr><td>Overwrite existing files</td><td>whether to overwrite old snapshots</td><td>-sssingle</td></tr>
<tr><td>Disable image filtering (1x mode)</td><td>save snapshot in 1x mode, without filtering</td><td>-ss1x</td></tr>
</table>
</td>
</tr>
</table>
<br>
<a name="ConfigPaths"></a>
<p><b>Config Paths</b> dialog:</p>
<table border="5" cellpadding="2" frame="box" rules="none">
@ -2496,16 +2518,11 @@
<table border="1" cellpadding="4">
<tr><th>Item</th><th>Brief description</th><th>For more information,<br>see <a href="#CommandLine">CommandLine</a></th></tr>
<tr><td>Rom path</td><td>specifies location of ROM files</td><td>-romdir</td></tr>
<tr><td>Snapshot save path</td><td>specifies where to save snapshots</td><td>-snapsavedir</td></tr>
<tr><td>Snapshot load path</td><td>specifies where to load snapshots</td><td>-snaploaddir</td></tr>
<tr><td>Cheat file</td><td>specifies location of cheatfile database</td><td>-cheatfile</td></tr>
<tr><td>Palette file</td><td>specifies location of user palette</td><td>-palettefile</td></tr>
<tr><td>Properties file </td><td>specifies location of external stella.pro database</td><td>-propsfile</td></tr>
<tr><td>State path</td><td>specifies location of state files</td><td>-statedir</td></tr>
<tr><td>NVRAM path</td><td>specifies location of NVRAM (flash/EEPROM) files</td><td>-nvramdir</td></tr>
<tr><td>Overwrite snapshots</td><td>whether to overwrite old snapshots</td><td>-sssingle</td></tr>
<tr><td>Snapshot in 1x mode</td><td>save snapshot in 1x mode, without filtering</td><td>-ss1x</td></tr>
<tr><td>Continuous snapshot interval</td><td>interval (in seconds) between snapshot</td><td>-ssinterval</td></tr>
</table>
</td>
</tr>

View File

@ -759,7 +759,7 @@ string CartDebug::loadSymbolFile()
string CartDebug::loadConfigFile()
{
if(myConsole.cartridge().bankCount() > 1)
return DebuggerParser::red("multi-bank ROM not yet supported");
return DebuggerParser::red("config file for multi-bank ROM not yet supported");
// There are two possible locations for loading config files
// (in order of decreasing relevance):
@ -872,7 +872,7 @@ string CartDebug::loadConfigFile()
string CartDebug::saveConfigFile()
{
if(myConsole.cartridge().bankCount() > 1)
return DebuggerParser::red("multi-bank ROM not yet supported");
return DebuggerParser::red("config file for multi-bank ROM not yet supported");
// While there are two possible locations for loading config files,
// the main 'config' directory is used whenever possible when saving,
@ -916,7 +916,7 @@ string CartDebug::saveConfigFile()
string CartDebug::saveDisassembly()
{
if(myConsole.cartridge().bankCount() > 1)
return DebuggerParser::red("multi-bank ROM not yet supported");
return DebuggerParser::red("disassembly for multi-bank ROM not yet supported");
// Currently, the default naming/location for disassembly files is:
// 1) ROM dir based on properties entry name
@ -1139,7 +1139,7 @@ string CartDebug::saveRom()
string CartDebug::listConfig(int bank)
{
if(myConsole.cartridge().bankCount() > 1)
return DebuggerParser::red("multi-bank ROM not yet supported");
return DebuggerParser::red("config file for multi-bank ROM not yet supported");
uInt32 startbank = 0, endbank = bankCount();
if(bank >= 0 && bank < bankCount())

View File

@ -68,7 +68,7 @@ class CompuMate
/**
In normal key-handling mode, the update handler receives key events
from the keyboard. This is meant to used during emulation.
from the keyboard. This is meant to be used during emulation.
Otherwise, the update handler ignores keys from the keyboard and uses
its own internal buffer, which essentially can only be set directly

View File

@ -384,7 +384,6 @@ void Settings::usage()
<< " -fragsize <number> The size of sound fragments (must be a power of two)\n"
<< " -freq <number> Set sound sample output frequency (11025|22050|31400|44100|48000)\n"
<< " -volume <number> Set the volume (0 - 100)\n"
<< " -clipvol <1|0> Enable volume clipping (eliminates popping)\n"
<< endl
#endif
<< " -cheat <code> Use the specified cheatcode (see manual for description)\n"

View File

@ -95,7 +95,7 @@ OptionsDialog::OptionsDialog(OSystem* osystem, DialogContainer* parent,
b = addODButton("Snapshot Settings", kSnapCmd);
wid.push_back(b);
b = addODButton("Config Paths", kFileSnapCmd);
b = addODButton("Config Paths", kCfgPathsCmd);
wid.push_back(b);
myRomAuditButton = addODButton("Audit ROMs", kAuditCmd);
@ -222,7 +222,7 @@ void OptionsDialog::handleCommand(CommandSender* sender, int cmd,
mySnapshotDialog->open();
break;
case kFileSnapCmd:
case kCfgPathsCmd:
myConfigPathDialog->open();
break;

View File

@ -81,7 +81,7 @@ class OptionsDialog : public Dialog
kInptCmd = 'INPT',
kUsrIfaceCmd = 'URIF',
kSnapCmd = 'SNAP',
kFileSnapCmd = 'FLSN',
kCfgPathsCmd = 'CFGP',
kAuditCmd = 'RAUD',
kInfoCmd = 'INFO',
kCheatCmd = 'CHET',

View File

@ -53,7 +53,7 @@
<key>CFBundleSignature</key>
<string>StLa</string>
<key>CFBundleVersion</key>
<string>3.8.1</string>
<string>3.9</string>
<key>NSMainNibFile</key>
<string>SDLMain.nib</string>
<key>NSPrincipalClass</key>

View File

@ -1,5 +1,5 @@
%define name stella
%define version 3.8.1
%define version 3.9
%define rel 1
%define enable_gl 1
@ -108,6 +108,9 @@ rm -rf $RPM_BUILD_DIR/%{name}-%{version}
%_datadir/icons/large/%{name}.png
%changelog
* Thu Jun 27 2013 Stephen Anthony <stephena@users.sf.net> 3.9-1
- Version 3.9 release
* Sun Mar 3 2013 Stephen Anthony <stephena@users.sf.net> 3.8.1-1
- Version 3.8.1 release

View File

@ -36,8 +36,8 @@ IDI_ICON ICON "stella.ico"
//
VS_VERSION_INFO VERSIONINFO
FILEVERSION 3,8,1,0
PRODUCTVERSION 3,8,1,0
FILEVERSION 3,9,0,0
PRODUCTVERSION 3,9,0,0
FILEFLAGSMASK 0x3fL
#ifdef _DEBUG
FILEFLAGS 0x1L
@ -55,12 +55,12 @@ BEGIN
VALUE "Comments", "The multi-platform Atari 2600 emulator. Stella is released under the GPLv2."
VALUE "CompanyName", "The Stella Team (http://stella.sourceforge.net)"
VALUE "FileDescription", "Stella"
VALUE "FileVersion", "3.8.1"
VALUE "FileVersion", "3.9"
VALUE "InternalName", "Stella"
VALUE "LegalCopyright", "Copyright (C) 1995-2013 The Stella Team"
VALUE "OriginalFilename", "Stella.exe"
VALUE "ProductName", "Stella"
VALUE "ProductVersion", "3.8.1"
VALUE "ProductVersion", "3.9"
END
END
BLOCK "VarFileInfo"